ACE3/addons/dragging/functions/fnc_startDragPFH.sqf
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#include "script_component.hpp"
/*
* Author: commy2
* Checks for dragging conditions. If these are met, the unit will start dragging. Called from ace_dragging_fnc_startDrag.
*
* Arguments:
* 0: Arguments <ARRAY>
* - 0: Unit <OBJECT>
* - 1: Target <OBJECT>
* - 2: Timeout <NUMBER>
* 1: PFEH Id <NUMBER>
*
* Return Value:
* None
*
* Example:
* [[player, cursorTarget, 10], _idPFH] call ace_dragging_fnc_startDragPFH;
*
* Public: No
*/
#ifdef DEBUG_ENABLED_DRAGGING
systemChat format ["%1 startDragPFH running", CBA_missionTime];
#endif
params ["_args", "_idPFH"];
_args params ["_unit", "_target", "_timeOut"];
// Handle aborting drag
if !(_unit getVariable [QGVAR(isDragging), false]) exitWith {
TRACE_4("drag false",_unit,_target,_timeOut,CBA_missionTime);
_idPFH call CBA_fnc_removePerFrameHandler;
};
// Same as dragObjectPFH, checks if object is deleted, dead or target moved away from carrier (e.g. weapon disassembled)
if (!alive _target || {_unit distance _target > 10}) then {
TRACE_4("dead/distance",_unit,_target,_timeOut,CBA_missionTime);
[_unit, _target] call FUNC(dropObject);
_idPFH call CBA_fnc_removePerFrameHandler;
};
// Timeout: Do nothing, quit. CBA_missionTime, because anim length is linked to ingame time
if (CBA_missionTime > _timeOut) exitWith {
TRACE_4("timeout",_unit,_target,_timeOut,CBA_missionTime);
_idPFH call CBA_fnc_removePerFrameHandler;
// Drop if in timeout
private _draggedObject = _unit getVariable [QGVAR(draggedObject), objNull];
[_unit, _draggedObject] call FUNC(dropObject);
};
// Unit is ready to start dragging
if (animationState _unit in DRAG_ANIMATIONS || {_unit call EFUNC(common,isSwimming)}) exitWith {
TRACE_4("Start Dragging",_unit,_target,_timeOut,CBA_missionTime);
[_unit, _target] call FUNC(dragObject);
_idPFH call CBA_fnc_removePerFrameHandler;
};